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Author Topic: One Card Deck  (Read 9743 times)

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Morgrim7

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Re: One Card Deck
« Reply #25 on: July 31, 2012, 05:19:43 am »
0

Yes, I have a 4 turn solution without Platinum as starting card.
And I have a log where I executed it in 11 turns (7 turns for trimming down the deck to that one card and 4 turns to get all Provinces).
Logs or it didn't happen.
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Qvist

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Re: One Card Deck
« Reply #26 on: July 31, 2012, 06:05:22 am »
0

I just want to give everyone more time to come for an solution on their own. Maybe one or two days.

jomini

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Re: One Card Deck
« Reply #27 on: July 31, 2012, 03:44:36 pm »
+2

I think this is a 4 Turn solution:

T1: G: - : buy Dev
T2: GDev: Dev (G to Kc/Gov) : -
T3: DevKcGov: Kc -> Gov (gain 2G, draw 2G) -> Dev (G -> Kc/Gov): buy Wt
KcGov(top)KcGovDevWtG
T4: KcGov???: Kc -> Gov (gain G, draw to KcGovDevWtGG, gain G) -> Kc -> Dev (G to Kc/Gov, G to Kc/Gov, Gov to Iw/G) -> Wt (draw KcKcGovGovIwG; G in discard) -> Kc -> Kc -> Iw (gain Dev, Brg, Iw) ->

Hand:GovGovG Discard:GDevBrgIw

Gov (gain G, draw to GovGGGDevBrgIw) -> Dev (3G to Kc/Cr, Kc/Mrk, Kc/Fst; stack Kc/Cr/Kc on top) -> Gov (+3 cards)

Hand BrgIwKcKcCr Deck top MrkKcFst

-> Kc -> Kc -> Brg -> Iw (gain Brg, Brg, Kc) -> Cr (draw MrkKcFstBrgBrgKc) -> Kc -> Kc -> Brg -> Brg -> Mrk -> Fst

Total buys: 17; Total cost reduction: 9; Total coin: 14
Total VP bought: 8 Provinces, 5 Fairgrounds, 1 Duchy, 1 Estate =  82 VP


The all colonies version:
Follow as above until:
Hand:GovGovG Discard:GDevBrgIw

Gov (gain G, draw to GovGGGDevBrgIw) -> Dev (3G to Kc/Cr, Kc, Kc/Mrk, Kc/Hwy stack Kc/Cr/Kc on top) -> Gov (+3 cards)

Hand BrgIwKcKcCr Deck top GovKcHwy

-> Kc -> Kc -> Brg -> Iw (gain Brg, gain Brg, gain Kc) -> Cr (draw GovKcHwyBrgBrgKc) -> Kc -> Kc -> Brg -> Brg -> Mrk -> Hwy:

Total buys: 16; Total cost reduction: 10; Total coin: 12
Total VP bought: 8 colonies, 8 provinces = 128 VP

« Last Edit: July 31, 2012, 03:45:49 pm by jomini »
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Qvist

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Re: One Card Deck
« Reply #28 on: July 31, 2012, 05:02:30 pm »
+1

I'm impressed. I tried it with Governor, but it didn't worked out.
I have a very simple solution for this which I share now because you solved it:

http://dominion.isotropic.org/gamelog/201207/27/game-20120727-111720-4901640b.html
Anyone manages it in 10 turns or less?

Summary:

T0: University
T1: Play University, Gain Throne Room
T2: Play Throne Room -> University, Gain 2 Highways
T3: Play 2 Highways, Throne Room -> University, Gain 2 King's Courts
In turn 4 I have 6 cards, but 2 Highways, so I can guarantee one Highway in hand and play the rest.
T4: Play Highway, Play Throne Room, King's Court, King's Court (4x3) -> University (Gain 3 Bridges) -> Highway (Draw 3 Bridges) -> Bridge -> Bridge, Bridge
With 7 Bridges and 2 Highways played I have exact 8 buys and all cards cost 9 less.

jomini

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Re: One Card Deck
« Reply #29 on: July 31, 2012, 05:15:07 pm »
0

I'm impressed. I tried it with Governor, but it didn't worked out.
I have a very simple solution for this which I share now because you solved it:

http://dominion.isotropic.org/gamelog/201207/27/game-20120727-111720-4901640b.html
Anyone manages it in 10 turns or less?

Summary:

T0: University
T1: Play University, Gain Throne Room
T2: Play Throne Room -> University, Gain 2 Highways
T3: Play 2 Highways, Throne Room -> University, Gain 2 King's Courts
In turn 4 I have 6 cards, but 2 Highways, so I can guarantee one Highway in hand and play the rest.
T4: Play Highway, Play Throne Room, King's Court, King's Court (4x3) -> University (Gain 3 Bridges) -> Highway (Draw 3 Bridges) -> Bridge -> Bridge, Bridge
With 7 Bridges and 2 Highways played I have exact 8 buys and all cards cost 9 less.


Nice and compact, I tried down that line initially, but then I noticed "worst shuffle luck" and thought I needed something with top deck control. Did you try develop as well as governor? Develop is absolutely unreal with governor/Kc.
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wuthefwasthat

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Re: One Card Deck
« Reply #30 on: August 28, 2012, 04:04:19 am »
+4

With Dark Ages, it's now possible to get 3 turns, using the same ideas from http://forum.dominionstrategy.com/index.php?topic=3225.msg92794#msg92794

I realize that this idea solves a lot of puzzles, and this is mostly copy-paste, but I thought it was worth noting how well-tuned the solution was for also getting worst-case guarantees as well!


Kingdom: Watchtower, Develop (bane), Black Market, Fortress, Ironworks, Bridge, Procession, Band of Misfits, City, Council Room, Border Village

Turn 1:
Play Ironworks for Procession

Turn 2:
Play Procession on Ironworks, for Procession, Watchtower.  Trash Ironworks, gaining Band of Misfits.

Turn 3:
Play Procession on Procession
- 1st Procession plays Band of Misfits as Ironworks.  Gain Fortress in hand, Procession on top.  Trash Band of Misfits, gaining Border Village, Procession on top.
- 2nd Procession plays Fortress, drawing Procession, Border Village.  Trash Fortress, get it back in hand, gain Band of Misfits.
Play Procession on Border Village, drawing Procession and Band of Misfits.  Gain nothing.
Play Procession on Band of Misfits, playing it as Develop.  Play Develop on Fortress, trashing it and returning it to hand.  Gain Develop, Band of Misfits, Watchtower, Band of Misfits, all on deck.  Trash the Band of Misfits, gaining Border Village, Procession.
Play Watchtower, drawing Border Village, 2 Band of Misfits, Procession, Watchtower. 
Play Border Village, drawing Develop.

Now consider the following sequence, which starts and ends with a hand of Procession, Band of Misfits, Band of Misfits, Develop, Fortress, Watchtower:

Play Procession on Band of Misfits, playing as Procession
- 1st Procession plays Band of Misfits, playing as Procession
-- 1st Procession plays Develop
--- 1st Develop trashes Fortress, putting it in hand. Gain Council Room and Watchtower on deck.   
--- 2nd Develop trashes Fortress, putting it in hand. Gain City and Develop on deck.
--- Trash Develop, gain Procession on deck
-- 2nd Procession plays Fortress, drawing Procession and Develop.  Trash Fortress, putting it in hand.  Gain City on deck.
-- Trash the Band of Misfits, gain Border Village, Bridge on deck
- 2nd Procession plays Procession
-- 1st Procession plays Develop
--- 1st Develop trashes Fortress, putting it in hand. Gain Band of Misfits and Develop on deck.   
--- 2nd Develop trashes Fortress, putting it in hand. Gain Band of Misfits and Watchtower on deck.
--- Trash the Develop, gain Procession on deck
-- 2nd Procession plays Watchtower, drawing Procession, 2 Band of Misfits, Develop, Watchtower.  Trash Watchtower, gain Bridge on deck.
-- Trash Procession, gain City on deck
- Trash Band of Misfits, gain Border Village, Bridge on deck

This sequence puts [Council Room, Watchtower, City, City, Border Village, Bridge, Bridge, City, Border Village, Bridge] on the deck (last on top), and does not disturb it otherwise.  It nets 3 actions (and 0 buys).  It also removes 2 Watchtowers, 1 Council Room, 2 Develops, 2 Processions, 3 Bridges, 2 Border Villages, 3 Cities, and 2 Band of Misfits from supply.  We play this sequence three times. (We're then limited by the Procession and Band of Misfits piles, which are now empty, fully activating City.  Only one Bridge and one City remains.) 

Play Procession on Band of Misfits, as Bridge.  Play Band of Misfits as Bridge. 
Play Develop on Fortress, for City and Watchtower.  Play Fortress, drawing Watchtower.

We now have two Watchtowers in hand, and the following on deck (last on top):
[Council Room, Watchtower, City, City, Border Village, Bridge, Bridge, City, Border Village, Bridge,
 Council Room, Watchtower, City, City, Border Village, Bridge, Bridge, City, Border Village, Bridge,
 Council Room, Watchtower, City, City, Border Village, Bridge, Bridge, City, Border Village, Bridge, City]

We can clearly play everything.  This gives us 12 Bridges, and 26 buys, which is enough for 8 Colonies, 8 Provinces, 8 Duchies, 2 Estates.

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Qvist

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Re: One Card Deck
« Reply #31 on: August 29, 2012, 03:41:15 am »
0

I haven't read through all of this. But this is just crazy. Well done.
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